We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.
IKIMONO - a bacteria-based air purifier which is nonelectric. The design concept corresponds to a speculated future air has been polluted future based on current situation. The application of biotechnology and biomaterials has been popularized. The design would bring user into the context of speculated future by present daily necessities from the future physically by using bacterium-based air purifier. By applying the methodology from speculative design, it aims to critical the current situation and guide people to reflect on it. Further, proposing a practical solution by new way of product making with real function by using bacterial cellulose. Explore the possibility in product application by using the original characteristics of different bacteria. Ultimately, developing a new eco-friendly material that could make in product without industrial manufacturing.
The elderly population is growing fast in Hong Kong, according to statistics by the government. In just 20 years, it will double to 2.44 million. Yet, the number of adults will drop to 4.28 million. The elderly have to take care of themselves more often, since there will be less adults per older person. An electric wheelchair is a great tool to help the elderly to travel.
Swift is an electric wheelchair specifically designed for the elderly in Hong Kong. It is small and agile so it can pass through tight spaces with its omni-directional mecanum wheels. Swift’s wheels can be extended outwards, so it becomes steadier when travelling on inclined floor.
‘What happens if I living in the future? ‘ Technology has emerged in our daily life. We are so satisfied with what the internet can give, but seems we left the 'real' behind. A future that is appreciated to live in. Perhaps, an inclusive public transport would be the start to connect to the 'real'.'Double-decker bus' is one of the important public transport in Hong Kong. However, the problem of increasing special needs users in the future might cause restrain for people to enjoy their journey in the future. Therefore, a well designed inclusive public transport is important in the future.
Dogmily aims to provide dog & owner activities. Like, Daily Mission, Dogmily Time, and Daily Tricks. These activities provide an interactive dog-family time for the dog(s) and family members to build a harmonious family relationship with the affectional bond. Daily Mission include daily caring activities and intimate activities with dogs. These missions will randomly send to different family members and let each of them try to take care of the dog. They will reward dogmily points and also a sweet ‘Thank you Message’ from the dog.Dogmily Time provides an interesting monthly theme for dog-family activities, like Doggy Movie Night and Picnic Day.Daily Tricks provides different kinds of tricks for dogs with voice navigation and let the user have some basic training or funny tricks with their dog.
Current grocery stores and markets are using primitive consumer reward systems like membership cards and bundle purchases. Is there a more complete process for bringing benefits to both consumers and brands? And that leads me to make use of better technology, big data, and hyper-personalization.Buyology is a near-future speculative project inspecting the combination of big data and consumerism. It is about a grocery store scenario and how technology helps our buying decisions. Tackling with choices, prices, and sales, Buyology aims to create new thinking towards purchases and big data.
Ulcerative Colitis.
It means ‘ulcers’ that exist in the ‘colon’ or the large intestine of the body.
UC is the disease of the future. It is predicted that over 1.5 million people in Hong Kong will be suffering with UC by 2025.
Along with intense physical pain, UC patients lose the ability to control their urge to defecate. It is common for them to have accidents which is the cause of patients being subjected to public humiliation and mental trauma. Quality of Life (QoL) in UC patients is very low as the condition affects them both psychologically and physically.
Taggle simply needs to be stuck onto the inner side of the users underwear. It detects the fullness of the patient’s bladder using ultrasound technology and alerts the user 10 minutes before they need to use the restroom. It’s discreet and seamless working makes the user feel in control of their life and gives them a confidence boost.
The accessible toilet is an absolute necessity for the people living with a disability and mobility issue. Its design features enable them to use the toilet as independently and safely as possible. Conventionally, the designing practice of accessible toilet is about compliance with the design guidelines, including a long list of dimensional standards and regulations. But to the physically impaired, such practice is flawed due to its inadequacy of designing a toilet that could adapt the needs of the physically challenged group. Based on this insight, the project introduces a brand-new practice of creating a more user-friendly accessible toilet design, by presenting the scenarios of using the accessible toilets to observe the user's interactions with the items in the accessible toilet. Followed by a summarization of the user’s concern, the goal of the project is to encourage us to think about “How the users use?” when designing accessible facilities.
RoleRoad offers global travellers with local experience packages through a persona roleplay app with interactive technology. Hong Kong tourism has used ‘Shopping paradise’ as a promotion strategy for many years. Because of the popularity of online purchasing, shopping in Hong Kong is losing its advantages. There is an urgent need for creative change. RoleRoad believes that storytelling through a local persona in a first-person perspective is the best way to immerse yourself in a comprehensive and entertaining experience. After arriving in Hong Kong and downloading our app, travellers can choose stories of Hong Kongers. They will become the main character of the story, walkthrough local locations, shops, restaurants, and experience local life from a local perspective. Through RoleRoad, we hope to create new and fun Hong Kong travelling experience to global travellers, promote local brands and facilitate the recovery of Hong Kong tourism.
Our project includes a mobile application and an interactive device. The mobile application measures the social media addiction level of users, and then provide a relative social media usage quota based on the addiction level. For the quota, we call it "INK". The smart devices are used to shift users' attention from their mobile phones to other activities that they are interested in. The goal of our project is to help them accustomed to staying away from using smartphones.Why do we use “INK” to be our design metaphor?Because we think that the behaviour of scrolling smartphones is like printing. The content on social media is generated like paper printed out from a printer. Daily social media usage quota will be provided to users according to users’ conditions as ‘ink”. The contents on social media are like to be printed out by printers. So when the ink has run out, the content is hardly visible, like printed with a low ink printer.
Love has always been a tough topic, especially for young people. The Hongkong federation of youth groups interviewed over 3000 people in relationships between 13-23. We found that most of them argue with their partner 1-3 times a month and their sources of relationship advice are often unreliable.Wave is an interactive visual novel that helps young couple with communicative issues. The whole system includes a hologram bottle for each partner and the application. The bottle detects emotion changes in the user and visualizes it holographically. It can also receive hologram activities. The app displays emotional changes of both partners and supports mini-games and exercises, virtual rewards, and personalization options.
20 days of dyslexia is an interactive experience package that simulates what it is like being dyslexia. By going through the 20-days game package, children can, day-by-day, having more understanding on dyslexia and train up their empathy towards people that may differ from them. The game package contains an interactive storybook and an experience game that can play on the tablet. A storytelling approach will be used to introduce different difficulties of dyslexia and then, children can experience those symptoms and hardships through a first-person view game section. Dyslexia characteristic will be used as game rules, so when kids trying to win the game, they are actually getting along with dyslexia. In order to provide an equal and harmonious learning environment to dyslexic learners, it is important for every child to build up empathetic understanding about dyslexia.
RoleRoad offers global travellers with local experience packages through a persona roleplay app with interactive technology. Hong Kong tourism has used ‘Shopping paradise’ as a promotion strategy for many years. Because of the popularity of online purchasing, shopping in Hong Kong is losing its advantages. There is an urgent need for creative change. RoleRoad believes that storytelling through a local persona in a first-person perspective is the best way to immerse yourself in a comprehensive and entertaining experience. After arriving in Hong Kong and downloading our app, travellers can choose stories of Hong Kongers. They will become the main character of the story, walkthrough local locations, shops, restaurants, and experience local life from a local perspective. Through RoleRoad, we hope to create new and fun Hong Kong travelling experience to global travellers, promote local brands and facilitate the recovery of Hong Kong tourism.
We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.
Using open-ended play with sound to spark imagination & develop creativity. Encourage explore and experiment process than the final outcome and result. Using cues for physical action input and sound output. Linkage between the sound, action and form. Using simple form of circle, rectangle, triangle represent objects.Nature sound is chosen for this project to define scope and scale of this project. Using a set of theme to generate a picture for the player to imagine different scenario of the set theme. Each pieces represent different sound/ sound effect. To make the module, it needs to start from the main unit than expand the connections of the board.Initial play by visual cues for interaction then experiment with different input and combination to create sound and rhythm. Testing with different interaction with the modular boards and create different rhythm.
Can you stay calm in this consistently changing society? You have probably heard of Mindfulness and its benefits of reduce anxiety, improve sleep quality, sharpen attention, stimulate creativity, promote communication, strengthen empathy and even more, but do you truly understand the scientific side and the method of practising Mindfulness? InSync is an online matching platform that connects mindful mentors and mentees. Through one-on-one flexible interaction, finding out the theory of physical and mental relations and conscious experience practice, as to establish a balanced attitude towards life and ease the negative impacts of anxiety and stress; to achieve inner and interpersonal peace.
Is it totally a dream? The game scenes and objects adopt Chinese Millennium art style, which will bring back to that classic era. Welcome to the mystical dream tour! Our final year project,
Tiny Vision, has been already put on Steam.
There are posters about movie and stars, a world map and award papers arranged in order. You will also find out familiar models such as KFC toys, Xinhua dictionaries which you must own before. All the details of each room restore the appearance of an ordinary family in the millennium perfectly. Tiny Vision is full of memories of that era. In addition, game design is also very retro. The interactive elements in the game have less click prompt, which means that players need to constantly explore each corner of the room, extracting useful information and putting them together. That is how to get over those challenging puzzles. Come and have a try!
28 consists of an app and a device for people who don’t care much about skincare to build up a skincare habit of healthy skincare. We integrate the skincare habit with the user's daily routine which is teeth-brushing. They can gradually build up a skincare habit while doing their daily routine. With our app, users can analyze their skin problems and receive information about relevant skincare products.
This project aims to help pet owners monitor their cat’s physical changes and health conditions. Based on the idea of "Internet of Things" (IOT), the project mainly focuses on devices that collect data from three items - Bowl, Litter Box, and Water container.Our devices collect data each day and combine them into a general data feed, in order to monitor of any little changes of the cat’s health condition. Data is show in a mobile application. It helps pet owners to monitory, compare, and understand their cats' status which helps to reduce the health risk.
In nowadays, communication problem becomes serious within families. However, it is a long term problem and without an exact solution to solve it. So through our design, we hope families can build the communication and environment they comfortable with and to reduce the chance of having communication problems in the future. In our design, we want the family to build up an outgoing, motivating, and mutual relationship when the kids' age of 6 to 8. It is the best time that kids building a habit and receiving value through daily life.
Is it totally a dream? The game scenes and objects adopt Chinese Millennium art style, which will bring back to that classic era. Welcome to the mystical dream tour! Our final year project,
Tiny Vision, has been already put on Steam.
There are posters about movie and stars, a world map and award papers arranged in order. You will also find out familiar models such as KFC toys, Xinhua dictionaries which you must own before. All the details of each room restore the appearance of an ordinary family in the millennium perfectly. Tiny Vision is full of memories of that era. In addition, game design is also very retro. The interactive elements in the game have less click prompt, which means that players need to constantly explore each corner of the room, extracting useful information and putting them together. That is how to get over those challenging puzzles. Come and have a try!
Hong Kong intergenerational relationships are getting worse in recent years. Many young people & parents feel helpless when they are in conflict. They will choose to evade each other. However, this behaviour estranges their relationship even more.Shall We Talk is a training game which helps young people & parents to learn the skills of managing daily conflicts. While playing the game, it will enhance their interactions and communication with each other. It can help them to understand each other’s thoughts & feelings, so to build a stronger relationship.Unlike other existing design solutions, we believe that conflict can make your relationship stronger. It's because conflict doesn’t make the relationship bad; how people manage the conflict does. Our design solution focuses on helping people to prepare for the conflict instead of helping them to avoid it.
Most of communities in Hong Kong are lack of strong connection between District Councillors, residents, and the community. Our research and observations show that young people nowadays actually do care about their community and are willing to contribute if there is a comfortable way. Hence, we hope to provide a gamified mobile platform that can enable residents, district councilors, and the community to build a stronger connection.‘Cobuild’ provides an interesting way for residents to express their opinions and participate in contributing comfortably and effortlessly. They can begin to rebuild their own unique community with the help of the district councilor by using this application.
CoBuild aims to help young people to connect with their own community and other residents nearby. The direction of our design is to reform our community and connect to it because It is important to maintain a good relationship with your community as we are all living together and we should try our best to participate in it and contribute to it. As It is difficult for young people to participate in community activities and making decisions with the management system nowadays. An online mobile platform can be created for them as they usually like to express their opinions on different online platforms and their involvement in their own community can be increased.
Can you stay calm in this consistently changing society? You have probably heard of Mindfulness and its benefits of reduce anxiety, improve sleep quality, sharpen attention, stimulate creativity, promote communication, strengthen empathy and even more, but do you truly understand the scientific side and the method of practising Mindfulness? InSync is an online matching platform that connects mindful mentors and mentees. Through one-on-one flexible interaction, finding out the theory of physical and mental relations and conscious experience practice, as to establish a balanced attitude towards life and ease the negative impacts of anxiety and stress; to achieve inner and interpersonal peace.
Although acne is considered to be a ‘cosmetic’ issue, it has a substantial negative emotional effect which is often overlooked. Neoma is a system of products consisting of a mindful light, smart applicator and a smart tablet. This system helps the user to incorporate mindfulness in their daily acne-care routine seamlessly. Depending on the user’s skin analysis & dermatologists recommendation, the smart applicator indicates correct amount of product to apply in each use. The mindful light guides the user through Voice User interface during the routine. Finally, the smart tablet connects the user to a larger acne community, track dermatologist and psychologists appointments, seek guidance from professionals online and learn more about psychodermatology from the comfort of the user's home.
We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.
Meemo smart tools are a set of product that will transform any office area into a smart, interactive space. Especially, with the design of Meemo notes - Transparent sticky memos, connecting great ideas across the space is easier than ever. These smart notes can make ideas discussion and presentation meeting more interactive and productive, by blending seamlessly physical analog writing with advanced smart cloud technology. Meemo sticky notes are used with Meemo office products - The Think Pen and smart interactive ideas/ tasks organizing software
Temperature of Bluebird is the most considerate pen that have thermoregulation and heating function. It can brings you wellbeing through different temperature.
To imagine, in a snowy day , you drinking a cup of hot choco . Or to imagine, how your mother hugs you. Than you can know how the temperature brings you wellbeing . It just like someone is supporting you.
The warmth in your hands makes us able to write flexibly in winter ; the cold material also makes us happy to adopt it in the hot summer.
For the physical wellbeing, warmth can help the circulation of blood works better.
This is the new direction and standard of the future stationery.
In Hong Kong, people send 110,000 tonnes of textiles to landfills every year, meaning that on average we throw out around 1,400 t-shirts every minute. Minimalism is the new trend around the world which encourages people learn different decluttering series on clothing. Our vision is to improve the consumption habits of the teenager 18-26.The goal is to build a slow fashion community that cultivates their members to be more mindful of what fits them the best.
It is common for every child to separate from their parents when they grow up. As we spread our wings, we also left our parents alone with their empty nest. Can we use design to promote communication between children and parents, thereby strengthening the bonding between family members?Dailbox is a long-distance communication device, aims to guide users to put down their phones and start a new face-to-face conversation every night. When the users put their phones on the Dailbox for charging, it will connect with another Dailbox automatically. This project saw the potential of holographic projection in the coming future and trying to create a brand-new chatting experience for the users. Dailbox combining 2D holographic projection and real-time facetime function provides a brand-new conversation experience for the users. It can also record the conversations every time, and replay if the users would like to check their treasured memories in the future, in a holographical way.
This project proposes a future scenario where our home products predict and manipulate us for the betterment of our lives. The motivation behind this project was to speculate how technological advances would happen inside our homes, where autonomy is not the main drive in innovation, but well-being and predictive controls.
"Is it totally a dream? The game scenes and objects adopt Chinese Millennium art style, which will bring back to that classic era. Welcome to the mystical dream tour! Our final year project, Tiny Vision, has been already put on Steam.
There are posters about movie and stars, a world map and award papers arranged in order. You will also find out familiar models such as KFC toys, Xinhua dictionaries which you must own before. All the details of each room restore the appearance of an ordinary family in the millennium perfectly. Tiny Vision is full of memories of that era. In addition, game design is also very retro. The interactive elements in the game have less click prompt, which means that players need to constantly explore each corner of the room, extracting useful information and putting them together. That is how to get over those challenging puzzles. Come and have a try!"
Is it totally a dream? The game scenes and objects adopt Chinese Millennium art style, which will bring back to that classic era. Welcome to the mystical dream tour! Our final year project, Tiny Vision, has been already put on Steam.
There are posters about movie and stars, a world map and award papers arranged in order. You will also find out familiar models such as KFC toys, Xinhua dictionaries which you must own before. All the details of each room restore the appearance of an ordinary family in the millennium perfectly. Tiny Vision is full of memories of that era. In addition, game design is also very retro. The interactive elements in the game have less click prompt, which means that players need to constantly explore each corner of the room, extracting useful information and putting them together. That is how to get over those challenging puzzles. Come and have a try!
We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.
This project aims to provide new opportunities for Volkswagen in 2040 by turning the company into a technology service provider. For the customers who want to own a vehicle. Volkswagen would deliver a customised vehicle which will be unique to customers identity, made possible due to 3d printing facility while the drivetrain platform comes on demand. For those people who do want to own can a rent a shared id pod. This flexible architecture allows Volkswagen to serve different customers and being a service provider provides a recurring income to the company. It is only possible for Volkswagen since its the oldest brand in China and customers in Shanghai have a liking for German products. Additionally, the range of brands owned by Volkswagen Group allows the brand to deliver unique pods based upon customer choice of brands like Audi, Bentley etc.
"This project provide solution for the needs of camera operating. SKATE gives them a very reliable support and let them do the one thing that they are professional on, which is camera handling instead of Segway controlling. With a three-point ground contact and a moveable seat that the height can be adjusted by the user, the camera operator do not have to worry about the balance in any speed on rough ground surface. They could be easier to shoot their video in different height, angle and path. "
Streamage is an innovative desktop stage designed for professional content creators and video streamers. As an interactive, productive and inspiring tool, it provides users the satisfaction on the psychological level in a complete package with high flexibility for their daily works, which allows them to further express enthusiasm toward their hobbies, while maintaining a sustainable and enjoyable career. With the integration of innovative technology and an interactive user experience, Streamage has reimagined the possibilities of future work.
Under the advancement of technology, transitional designs are replacing by technology. We pay bills by using an e-wallet. We listen to music by using an app. Communication design gradually becomes homogeneous and emotionless.
However, graphics are like a container of emotion, giving people an enrichment of the inner mind and connecting each other in society. So, this project aims to explore the possibility of how graphics can take a stake in a technology-driven society.
Emo-flow is an interactive graphic design approach combined emotion and data. Based on audiences’ data, 25 emotions visualised into graphics for designers as a reference to create graphics. This design project takes an art project (to promote artists who in the field of music, writing and drama) as a background. The design approach would be applied to the promotional items (e.g. tickets, posters and leaflets) for the project’s activities.
Love has always been a tough topic, especially for young people. The Hongkong federation of youth groups interviewed over 3000 people in relationships between 13-23. We found that most of them argue with their partner 1-3 times a month and their sources of relationship advice are often unreliable.Wave is an interactive visual novel that helps young couple with communicative issues. The whole system includes a hologram bottle for each partner and the application. The bottle detects emotion changes in the user and visualizes it holographically. It can also receive hologram activities. The app displays emotional changes of both partners and supports mini-games and exercises, virtual rewards, and personalization options.
Can you stay calm in this consistently changing society? You have probably heard of Mindfulness and its benefits of reduce anxiety, improve sleep quality, sharpen attention, stimulate creativity, promote communication, strengthen empathy and even more, but do you truly understand the scientific side and the method of practising Mindfulness? InSync is an online matching platform that connects mindful mentors and mentees. Through one-on-one flexible interaction, finding out the theory of physical and mental relations and conscious experience practice, as to establish a balanced attitude towards life and ease the negative impacts of anxiety and stress; to achieve inner and interpersonal peace.
Our project includes a mobile application and an interactive device. The mobile application measures the social media addiction level of users, and then provide a relative social media usage quota based on the addiction level. For the quota, we call it "INK". The smart devices are used to shift users' attention from their mobile phones to other activities that they are interested in. The goal of our project is to help them accustomed to staying away from using smartphones.Why do we use “INK” to be our design metaphor?Because we think that the behaviour of scrolling smartphones is like printing. The content on social media is generated like paper printed out from a printer. Daily social media usage quota will be provided to users according to users’ conditions as ‘ink”. The contents on social media are like to be printed out by printers. So when the ink has run out, the content is hardly visible, like printed with a low ink printer.
As Dr. Dean Ornish, a leading researcher in healthcare explains, "When you take the time to get to know your feelings, you become less stressed and you can think more clearly and creatively, making it easier to find constructive solutions." Designing an interactive communication device for couple to share and express their feelings about work, kids, to even their relationship in an interesting and fun way. A houseware that able to assist the couple to resolve conflict when they are in need.
We designed a TAVG (Text-based Adventure Game) for the IP of Cthulhu Mythos. It is a shared fictional universe with a series of horror novels based on a fear of unknown and unknowable. The Cthulhu culture is so prevalent in Europe and has such a strong fan base that many famous movies and games draw on it. Part of us wants to introduce Cthulhu literature to Asia. We designed a story based on this culture with three different storylines. Each of the lines tells with a unique perspective of the information, meaning to say to people think a thing from different angles. The end of the story also advises people to cherish those around you. We built the game with three forms of innovation puzzle games. To set in the story background, we use printmaking style and parchment element as performance. And we designed the user experience to fit the mobile user. We published it on android and IOS platforms and participated in some competition to improve our game.
‘What we need to fear is fear itself’ said Franklin Delano Roosevelt. Though we may want to deny, a research on the September 11 attacks pointed out that, instead of the attack itself, the increase of death rate is more likely caused by the fear of flight - people try to replace flight by car, but overlooking that, the possibilities of car accidents is actually much higher.
Fear is subjective. Even things that not likely to happen, or not existing, still, they may cast a strong fear on us, and some even lead to phobias. While we commonly thought fear only related to negative feelings, Fear-sualise provides a solution to play with it, and, take back our control.
Can you stay calm in this consistently changing society? You have probably heard of Mindfulness and its benefits of reduce anxiety, improve sleep quality, sharpen attention, stimulate creativity, promote communication, strengthen empathy and even more, but do you truly understand the scientific side and the method of practising Mindfulness? InSync is an online matching platform that connects mindful mentors and mentees. Through one-on-one flexible interaction, finding out the theory of physical and mental relations and conscious experience practice, as to establish a balanced attitude towards life and ease the negative impacts of anxiety and stress; to achieve inner and interpersonal peace.
We are living in a fast-paced city. Most people have a heavy workload which made the life of them may get busy and hectic. Therefore, they get more and more pressure and negative emotion, such as insomnia and headache. These problems appear immediately. However, many people keep in a negative emotion for a long time and don’t know how to deal with their emotions which will have a bad impact on their daily lives. Meditation is an effective method to improve this situation, but many people don’t familiar with meditation and even don’t know how to start meditation. Therefore, an effective meditation product is important for people!
Rapidly aging population and shortage of elderly healthcare service at present. Regarding elderly’s psychological well-being, geriatric depressive demand public concern. In this relation, there would be a corresponding rise of depressive problems in elderly person. Major depressive disorder may lead to devastating consequences such as cognitive decline. As most of the depressive symptoms are related to elderly’s activity pattern which is defined as actions that the same individual consistently performs within the same activity. Collection of elderly’s vital signs and early follow up might also indicate other underlying health problems. Early follow up could possibly be prevented. Habits Log pilot assistive technology the RFID to tracking activity pattern and innovative design solutions to facilitate elderly and caregivers detecting the health of the elderly for follow up.
Dogmily aims to provide dog & owner activities. Like, Daily Mission, Dogmily Time, and Daily Tricks. These activities provide an interactive dog-family time for the dog(s) and family members to build a harmonious family relationship with the affectional bond. Daily Mission include daily caring activities and intimate activities with dogs. These missions will randomly send to different family members and let each of them try to take care of the dog. They will reward dogmily points and also a sweet ‘Thank you Message’ from the dog.Dogmily Time provides an interesting monthly theme for dog-family activities, like Doggy Movie Night and Picnic Day.Daily Tricks provides different kinds of tricks for dogs with voice navigation and let the user have some basic training or funny tricks with their dog.
We hope to provide a concept of "Internet of Things" for pet owners to have a daily monitoring. It mainly focuses on three kinds of devices - Food, Litter Box, and Water scale. The data that is collected by the devices each day and combined into a general data and monitor of any little changes of the cat’s health condition show within one mobile application. It compares and analyzes those data to help pet owners to more understand which helps to reduce the risk of any issues happening.The smart home devices will record the data about cat and notify owner, so it would reduce owner’s stress cause our device will be part of taking care cat role. The owner just needs to check the status by their phone . Also we hope the owner can establish a habit of taking their cats for regular physical examinations.
Can you stay calm in this consistently changing society? You have probably heard of Mindfulness and its benefits of reduce anxiety, improve sleep quality, sharpen attention, stimulate creativity, promote communication, strengthen empathy and even more, but do you truly understand the scientific side and the method of practising Mindfulness? InSync is an online matching platform that connects mindful mentors and mentees. Through one-on-one flexible interaction, finding out the theory of physical and mental relations and conscious experience practice, as to establish a balanced attitude towards life and ease the negative impacts of anxiety and stress; to achieve inner and interpersonal peace.
In nowadays, communication problem becomes serious within families. However, it is a long term problem and without an exact solution to solve it. So through our design, we hope families can build the communication and environment they comfortable with and to reduce the chance of having communication in the future. In our design, we want the families to build up an outgoing, motivating and mutual relationship when the kids' age of 6 to 8. It is the best time that kids building a habit and receiving value through daily life.
RoleRoad offers global travellers with local experience packages through a persona roleplay app with interactive technology. Hong Kong tourism has used ‘Shopping paradise’ as a promotion strategy for many years. Because of the popularity of online purchasing, shopping in Hong Kong is losing its advantages. There is an urgent need for creative change. RoleRoad believes that storytelling through a local persona in a first-person perspective is the best way to immerse yourself in a comprehensive and entertaining experience. After arriving in Hong Kong and downloading our app, travellers can choose stories of Hong Kongers. They will become the main character of the story, walkthrough local locations, shops, restaurants, and experience local life from a local perspective. Through RoleRoad, we hope to create new and fun Hong Kong travelling experience to global travellers, promote local brands and facilitate the recovery of Hong Kong tourism.
28 consists of an app and a device for people who don’t care much about skincare to build up a skincare habit of healthy skincare. We integrate the skincare habit with the user's daily routine which is teeth-brushing. They can gradually build up a skincare habit while doing their daily routine. With our app, users can analyze their skin problems and receive information about relevant skincare products.
This set of products is design to change the “NEET”, a group of people not in education, employment, or training, that hate their lifestyle but cannot change the situation.Taking advantage of NEET's long-term investment in gaming habits, I design three different products to gradually divorce them from their existing lives step by step, aim to 1) rebuild self-confidence, 2) rebuild new social interpersonal support, and 3) create the chance to user to change existing surroundings by apparently as a Parkour learning tool.